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Dynamic Distant Objects LOD - DynDOLOD

 

Finally I can see my house from here

 

You know the price for my mods: blood, sweat and tears. Oh, and your first born.

If you want to help other authors of quality mods then donate to them directly.


For latest information and instructions see the DynDOLOD 2.18 UPDATE POST


What is this?

DynDOLOD is a set of tools based on TES5Edit and TES5LODGen to automatically create a Skyrim mod based on the load order which adds distant LOD for objects to Skyrim. By combining DynDOLOD with TES5LODGen users can create drastically enhanced traditional static LOD plus tree LOD and the new, optional dynamic distant object LOD in a few 'simple' steps.

DynDOLOD is meant for enthusiast modders who are familiar with using TES5Edit. Enthusiast modders have a general knowledge of computers, folders and files, especially Skyrims 'Data' folders and how to install mods safely with a manager or manually.

To fully expand the visual experience and use the additional features offered by TES5LODGen the DynDOLOD package comes with over 1000 new or updated LOD models for objects that were badly missing from the original game like the Skyhaven Temple or landscape features like roads, smaller rocks and dirt cliffs that simply make the distant landscape look much more natural and alive.


What does it do?

It makes Skyrim look like this

59721-1-1427159829.jpg59721-2-1427159829.jpg59721-1-1427289504.jpg59721-4-1427159830.jpg

59721-1-1427419467.jpg59721-2-1427419467.jpg59721-3-1427419468.jpg59721-4-1427419468.jpg

59721-1-1427465578.jpg59721-2-1427465579.jpg59721-3-1427465579.jpg59721-4-1427465579.jpg

59721-1-1427470182.jpg59721-2-1427470183.jpg59721-3-1427470183.jpg59721-4-1427470183.jpg

59721-1-1427470235.jpg59721-2-1427470235.jpg59721-3-1427470235.jpg59721-4-1427470236.jpg

 


Requirements

SKSE

PapyrusUtil 2.8 or higher

DynDOLOD Resources - Make sure to use DynDOLOD Resources version only with matching or higher DynDOLOD Standalone versions but never with older versions.

Vanilla Skyrim LOD Billboards from TES5LODGen or Indistinguishable Vanilla Tree Billboards. If using tree mods that do not include billboards, check TES5LODGen for ready-to-use tree LOD billboards for some tree mods. For STEP users all billboards are included in STEP Texture Compilation.


Download

Download standalone and resources from Nexus or use Mega links from the update post

There are quickstart instruction in the main folder. Also check the folder called 'docs' for additional information. See the update post for latest installation information and guides.

CC BY-NC-SA

=======================================================================

Updating DynDOLOD

=======================================================================

Read the update posts for each new version for version specific information and update instructions.

Also read the manual how to update an existing save game, watch the video or check DynDOLOD SkyUI MCM.

[spoiler=DynDOLOD-Changelog.txt]

=======================================================================

DynDOLOD - Dynamic Distant Objects LOD - Sheson

=======================================================================

  Reveal hidden contents

 

 

 

Credits

 

TES5Edit Team in general

 

Ehamloptiran and Zilav for TES5LODGen and LODGen for trees

 

Bethesda for the game, models and textures

 

NifTools

 

DynDOLOD includes LOD assets based on models and/or textures from:


 

Holy Cow I fixed Skyrim - Sheson

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Recommended Posts

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Posted (edited)
  On 12/2/2015 at 2:54 PM, elwaps said:

I don't want to annoy you, I just got a little bug/question.

 

- [STEP] [Screenshot] [DynDOLOD] LODish looking wall fragments behind Riften, according to the editor ID it comes from DynDOLOD!

 

I first noticed those fragments before adding any mods on top of STEP and I'm not having anything similar with any city. I've checked the ID of the wall fragments in TES5Edit and it only listed DynDOLOD.esp as cause. Since first noticing the bug I have run DynDOLOD about five to ten times but the problem never disappeared. I'm using the STEP recommended medium setting.

 

Do you have any idea how I can fix this respectively how I can avoid getting this when running DynDOLOD again?

Most likely it is caused by a mod that changes the Riften child world which is not yet on the compatible list (or maybe got updated)

000af9bc from the screenshot is a vanilla form id, but if it truly has a DynDOLOD form id, open TES5Edit, enter the DynDLOD form id top left and bring up the record. Then copy paste the EditorID, which should tell us the mod and its Form ID, should look like [modfilenameesp]_123456 of the orginal record.

Edited by sheson
  • +1 1
  • 0
Posted (edited)
  Quote
It seems the problem is with terrain LOD and not static object LOD. The LOD dirtcliffs in the image top right use the green grass texture as they should. The ground under them is terrain LOD which is not generated by DynDOLOD.

 

So your saying the dirt cliffs in the rift, and the dirt cliffs in the tundra are the same object? So is it a problem with the mod itself? Also what do you mean by "terrain lod" and not "static object lod" ? The problem lods in question are static object lods, terrain lods are working fine the trees LODs are fine. Its  a problem with the dirt cliffs in the reach being GREEN and not Yellow/Brown.

 

The images are showing the matching LOD object in tundra and reach, demonstrating its pulling the texture from an incorrect region.

 

So is it even possible to differentiate dirt cliffs in the rift from the dirt cliffs in the tundra? Are they the same object? They refrence the same texture in the atlas so I'm guessing theres nothing i can do?

 

All i need is the rift dirt cliff objects to reference a different location in the dyndolod_atlas_tamriel.dds is that even possible?

Edited by TGA
  • 0
Posted

Thanks sheson. After some changes to my modlist I'm running DynDOLOD again right now (just to be sure). I'm gonna do as told when doing my first testrun.

  • 0
Posted (edited)
  On 12/2/2015 at 11:47 PM, TGA said:

So your saying the dirt cliffs in the rift, and the dirt cliffs in the tundra are the same object? So is it a problem with the mod itself? Also what do you mean by "terrain lod" and not "static object lod" ? The problem lods in question are static object lods, terrain lods are working fine the trees LODs are fine. Its  a problem with the dirt cliffs in the reach being GREEN and not Yellow/Brown.

 

The images are showing the matching LOD object in tundra and reach, demonstrating its pulling the texture from an incorrect region.

 

So is it even possible to differentiate dirt cliffs in the rift from the dirt cliffs in the tundra? Are they the same object? They refrence the same texture in the atlas so I'm guessing theres nothing i can do?

 

All i need is the rift dirt cliff objects to reference a different location in the dyndolod_atlas_tamriel.dds is that even possible?

The screenshot is really very confusing. Did you follow the mods instructions in regards to the LOD textures that come with the mod and their overwrite order?

Alternatively, was DynDOLOD TexGen.pas run before DynDOLOD Worlds.pas?

 

Check TES5Edit\TES5Edit_log.txt for lines that look like XXXXXX DirtCliffs01 looking for ...

Edited by sheson
  • 0
Posted (edited)
  On 12/3/2015 at 2:20 AM, sheson said:

The screenshot is really very confusing. Did you follow the mods instructions in regards to the LOD textures that come with the mod and their overwrite order?

Alternatively, was DynDOLOD TexGen.pas run before DynDOLOD Worlds.pas?

 

Check TES5Edit\TES5Edit_log.txt for lines that look like XXXXXX DirtCliffs01 looking for ...

Thanks for working with me on this, the screenshot isnt that confusing, but I agree it's difficult to see my steps in generating the lod. Ill check up on this stuff i got some work first, ill make you a short vid showing all the stuff but far as i know I have stuff in the correct order.

 

TextGen.pas I havent touched so maybe theres my problem, ill look at the tes5 edit log. Although i'm sure it looks just fine to a layman.

 

DGvSvdR.png

GQIRSfU.png

Edited by TGA
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Posted (edited)
  On 12/3/2015 at 6:48 AM, TGA said:

Thanks for working with me on this, the screenshot isnt that confusing, but I agree it's difficult to see my steps in generating the lod. Ill check up on this stuff i got some work first, ill make you a short vid showing all the stuff but far as i know I have stuff in the correct order.

 

TextGen.pas I havent touched so maybe theres my problem, ill look at the tes5 edit log. Although i'm sure it looks just fine to a layman.

 

DGvSvdR.png

GQIRSfU.png

There is no need to do a video. Similar LOD objects with different textures are a simple affair. If a mod replaces certain landscape textures, the LOD versions of those single landscape textures need to be updated as well before they are combined into the texture atlas.

LOD textures either come with the mod and need to overwrite the LOD textures of DynDOLOD or they can be generated for the current load order with DynDOLOD TexGen.pas.

 

Not sure what the 2 attached images are supposed to show?

 

Having a quick look at the green grass option of enhanced landscapes it may need a compatibility patch to work properly.

Edit: Replace TES5Edit\Edit Scripts\DynDOLOD\DynDOLOD_textures_names.txt with this version and then generate static LOD and atlas again.

Edited by sheson
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Posted (edited)

Sorry if this was asked and I missed it. Can you use TES5Edit to clean masters from DynDOLOD, rather than re-patching it if you remove a plugin that it attached as a master? If it has to be re-patched then ill just re-run it, but it would be nice to skip after adjusting a load order. DynDOLOD is not going to try to load textures and meshes if that plugin doesn't try to call for it right?

Edited by Visdagon
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Posted (edited)
  On 12/3/2015 at 1:05 PM, Visdagon said:

Sorry if this was asked and I missed it. Can you use TES5Edit to clean masters from DynDOLOD, rather than re-patching it if you remove a plugin that it attached as a master? If it has to be re-patched then ill just re-run it, but it would be nice to skip after adjusting a load order. DynDOLOD is not going to try to load textures and meshes if that plugin doesn't try to call for it right?

Yes this was discussed before and a search should show those posts. You can try cleaning masters - though odd things may happen because overwrite records created in DynDOLOD.esp may still contain values/data from now removed mods.

 

Whatever LOD is baked into static/tree LOD *.bto/*.btt will still show regardless if a mod is loaded or not. If static LOD uses single textures *.dds  instead of texture atlas, the LOD will be missing those textures if the files are removed or it will fall back to the vanilla textures.

Usually, if the source reference for a dynamic LOD object does not exist anymore, the dynamic LOD for it should not show anymore. This may require to visit the cell the original object was in once, so the new status of the source reference can be acquired.

Edited by sheson
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Posted (edited)
  On 11/11/2015 at 6:44 PM, sheson said:

Bethesda did those trees as statics (STAT) and not as tree (TREE), so they have static LOD and not tree LOD at the moment.

You would need to edit Textures\DynDOLOD\lod\dyndolodtreelod.dds to change brightness of the texture. They are the 2 triangle shaped snowy trees in the lower right quadrant.

Ok I changed the brightness of the treelod.dds and while it did make the texture brighter when its illuminated it didn't change the overall brightness - and by that I mean its still dark, just less dark - and some of the same tree types are bright.

 

I suspect there is something going on in the .BTO file, BSSlightingShaderProperty or the like thats setting some trees as dark and some not - am looking into it with Nifskope, its not really my thing though so wish me luck...

 

  On 12/1/2015 at 1:27 PM, sheson said:

Tree LOD is done by TES5Edit. We will see if those can be added some time.

Bethesda didn't add too many full model objects outside behind the walls in the attached cells intentionally for performance optimizations. See Options\whiterunexterior\ folder in the download archive.

Awesome, thanks.

 

  On 12/2/2015 at 2:39 AM, TGA said:

Anyone out there use Enhanced Landscapes? I was having a bit of a problem and as how that mod uses dyndoLOD i figured posting here couldnt hurt.

Yes I am, can't say I've noticed that problem myself but then I'm using default landscape textures in those areas. its really an issue for the EL mod author if the terrain textures doesn't include matching LOD textures I would have thought.

 

 

  On 12/3/2015 at 1:05 PM, Visdagon said:

Sorry if this was asked and I missed it. Can you use TES5Edit to clean masters from DynDOLOD, rather than re-patching it if you remove a plugin that it attached as a master?

 

Yes, I've changed USKP, UHFP, UDBP, UDGP patches to USLEEP successively. Had to fixup a lot of references though but still easier than running DynDOLOD generate again. :P

Edited by soupdragon
  • 0
Posted (edited)

If you have [High] for Windows checked, and you have an ENB that adds a lot of bloom to the night sky, would it be possible that the lights don't "turn on" due the brightness adaptation?

 

Just trying to figure out why I'm not getting any glow:

jomNGz8l.png

 

Edit: I tried dropping the Bloom down a bit and turned up windowlight-intensity-night to 3x what the enb had them set at and I did get a bit more of a result but of course getting up close to the windows meant they were radioactive. Also when I compare my result to your video I'm realizing I'm not seeing nearly as many lights so I assume the effect isn't even happening. I RTFM, checked candles, meshes, windows, high, fake lights child worlds, and checked all the boxes next to the different worlds. Not sure where I went wrong.

With bloom down windowlights up:

e8UFxufh.png

Edited by aaltair
  • 0
Posted

Have done the extended STEP GUIDE , games working well , even on an old save lvl 14 (testing ) maybe,  playing lol

 

But if I try to use DynDOLOD I'm stuck at the loading screen even if trying to start a new game.

 

 

 

This is my MO load order [spoiler=MO load order]

1 1 Update.esm
2 2 Dawnguard.esm
3 3 HearthFires.esm
4 4 Dragonborn.esm
5 5 Unofficial Skyrim Legendary Edition Patch.esp
6 6 Skyrim Project Optimization - Full Version.esm
7 7 Lanterns Of Skyrim - All In One - Main.esm
8 8 ClimatesOfTamriel.esm
HighResTexturePack01.esp
HighResTexturePack02.esp
HighResTexturePack03.esp
Unofficial High Resolution Patch.esp
9 9 Cutting Room Floor.esp
10 a SkyCompleteLegendary.esp
11 b RelightingSkyrim_Legendary.esp
12 c KS Hairdos - HDT.esp
13 d Beards.esp
14 e SkyUI.esp
15 f SkyrimConfigMenu.esp
16 10 Skyrim Particle Patch for ENB - Flame Atronach Fix.esp
17 11 mintylightningmod.esp
18 12 MintyLightningMod_COT_Patch.esp
19 13 iHUD.esp
20 14 BloodthirstVampireFeeding.esp
21 15 WetandCold.esp
22 16 BetterQuestObjectives.esp
23 17 Guard Dialogue Overhaul.esp
24 18 Weapons & Armor Fixes_Remade.esp
25 19 Weapons & Armor_TrueOrcish&DaedricWeapons.esp
26 1a Clothing & Clutter Fixes.esp
27 1b RealShelter.esp
28 1c SkyrimCoinReplacerRedux.esp
29 1d SkyFalls + SkyMills + DG + DB.esp
30 1e hearthfireextended.esp
31 1f Point The Way.esp
32 20 Oblivion Gates v3 without Markers - Skyrim + Dawnguard DLC.esp
33 21 AHZmoreHUD.esp
34 22 Appropriately Attired Jarls Redux.esp
Brawl Bugs CE.esp
35 23 SPTConsistentOlderPeople.esp
36 24 dD - Realistic Ragdoll Force - Realistic.esp
37 25 Chesko_LoreBasedLoadingScreens.esp
38 26 RaceMenu.esp
39 27 ViewableFactionRanksBothDLC.esp
40 28 Footprints.esp
41 29 Moss Rocks - Legendary.esp
42 2a ADS.esp
43 2b BirdsHFclean.esp
44 2c TheChoiceIsYours.esp
45 2d Book Covers Skyrim.esp
46 2e FarmhouseChimneys.esp
47 2f RealisticWaterTwo.esp
48 30 AOS.esp
49 31 Complete Alchemy & Cooking Overhaul.esp
50 32 83Willows_101BUGS_V4_LowRes.esp
51 33 ORM-Arvak.esp
52 34 Elemental Staves.esp
53 35 GQJ_DG_vampireamuletfix.esp
54 36 DawnguardRuneWeaponsFXSReplacer.esp
55 37 WondersofWeather.esp
56 38 Soul Gems Differ.esp
BWS.esp
57 39 Auto Unequip Ammo.esp
58 3a Better Stealth AI for Followers.esp
59 3b ClamsDropPearls.esp
60 3c Nausicaa's Tweaker.esp
61 3d Convenient Horses.esp
62 3e Lock Overhaul.esp
63 3f Traps Make Noise.esp
64 40 WM Trap Fixes.esp
65 41 Brows.esp
66 42 TradeBarter.esp
67 43 DSerHorsesRevamped.esp
68 44 Invisibility Eyes Fix.esp
69 45 Animated Weapon Enchants.esp
70 46 Paralyze.esp
71 47 DeadlySpellImpacts.esp
72 48 dD - Enhanced Blood Main.esp
73 49 dD-Dragonborn-Dawnguard-EBT Patch.esp
74 4a IHSS.esp
75 4b FNIS.esp
76 4c BFSEffects.esp
77 4d Radiant and Unique Potions Poisons and Booze.esp
78 4e Dual Wield Parrying_SKSE.esp
79 4f SMDropLitTorch.esp
80 50 TheChoiceIsYours_Dragonborn.esp
81 51 Thieves Guild Requirements.esp
82 52 BetterQuestObjectives-CRFPatch.esp
83 53 BetterQuestObjectives-DBForevertoMisc.esp
Weapons & Armor_TrueWeaponsLvlLists.esp
84 54 aMidianBorn_ContentAddon.esp
85 55 Complete Crafting Overhaul_Remade.esp
86 56 Immersive Citizens - AI Overhaul.esp
87 57 imp_helm_legend.esp
88 58 Better Vampires.esp
89 59 Dead Body Collision.esp
90 5a ExplosiveBoltsVisualized.esp
91 5b NoAnimalsReportCrimes-DG+DB.esp
92 5c Mage Outfit Texture Overhaul.esp
93 5d RealisticWaterTwo - Legendary.esp
94 5e Bring Out Your Dead - Legendary Edition.esp
95 5f Immersive Patrols II.esp
96 60 SkyrimImprovedPuddles-DG-HF-DB.esp
97 61 RealisticNights.esp
98 62 Natural Lighting and Atmospherics.esp
99 63 ExpandedSnowSystems-CoT.esp
100 64 PNENB_CoT-ESS-NLA-DGDB.esp
101 65 Predator Vision.esp
102 66 Skyrim Flora Overhaul.esp
103 67 PilgrimsDelight.esp
104 68 The Paarthurnax Dilemma.esp
105 69 SFO - Dragonborn.esp
106 6a BatTravel.esp
107 6b DarkManeuvers.esp
108 6c TrueStorms.esp
109 6d WetandCold - Ashes.esp
110 6e RSPatch.esp
111 6f Supreme Storms - Cot Version.esp
112 70 CoT-WeatherPatch_ESS.esp
113 71 RealisticNightsCOT.esp
114 72 Vampirelordroyal.esp
115 73 iNeed.esp
116 74 BVandRB_Formlist.esp
117 75 VL No AoE Drain.esp
118 76 When Vampires Attack.esp
119 77 TrueStorms-SupremeStorms-CoT.esp
120 78 Gildergreen Regrown.esp
121 79 ELE_Legendary_Lite.esp
122 7a BlockSparkles.esp
123 7b TheChoiceIsYours_Dawnguard.esp
124 7c Chesko_Step418_SN.esp
125 7d NonEssentialChildren.esp
126 7e FNISspells.esp
127 7f randomthunder.esp
128 80 TimingIsEverything.esp
129 81 BetterQuestObjectives-NECPatch.esp
130 82 BetterQuestObjectives-PaarDilemmaPatch.esp
131 83 ClimatesOfTamriel-Dawnguard-Patch.esp
132 84 ClimatesOfTamriel-Dragonborn-Patch.esp
133 85 Complete Crafting_TrueWeaponsLvlLists.esp
134 86 Improved Combat Sounds v2.2.esp
135 87 NotSoFast-MainQuest.esp
136 88 Dual Sheath Redux.esp
137 89 STEP Extended Patch.esp
138 8a Bashed Patch, 0.esp
139 8b Dual Sheath Redux Patch.esp

 

  Quote

 

 

 

 

 

 

  • 0
Posted

Hey Seshon, you fixed the green dirt cliffs man, ill make sure to msg AceeQ, and post the fix in the EL posts. You are a wizard and humanitarian. I thank you.

  • 0
Posted (edited)
  On 12/4/2015 at 8:03 AM, aaltair said:

If you have [High] for Windows checked, and you have an ENB that adds a lot of bloom to the night sky, would it be possible that the lights don't "turn on" due the brightness adaptation?

 

Just trying to figure out why I'm not getting any glow:

jomNGz8l.png

 

Edit: I tried dropping the Bloom down a bit and turned up windowlight-intensity-night to 3x what the enb had them set at and I did get a bit more of a result but of course getting up close to the windows meant they were radioactive. Also when I compare my result to your video I'm realizing I'm not seeing nearly as many lights so I assume the effect isn't even happening. I RTFM, checked candles, meshes, windows, high, fake lights child worlds, and checked all the boxes next to the different worlds. Not sure where I went wrong.

 

With bloom down windowlights up:

e8UFxufh.png

 

If close to a full model object, open console, type tfc and fly away to the same distance the object would be LOD. Check brightness should be about the same.

Test default weather, type sw 15e in console for brighter lights over long distances. Updating weather settings and ENB is outside the scope of DynDOLOD :)

 

If you have NetImmerse Override installed, LOD canl have its brightness multiplier raised over distance. Can be adjusted in MCM. Works so so.

 

  On 12/4/2015 at 9:10 AM, sutex said:

Have done the extended STEP GUIDE , games working well , even on an old save lvl 14 (testing ) maybe,  playing lol

 

But if I try to use DynDOLOD I'm stuck at the loading screen even if trying to start a new game.

 

 

 

This is my MO load order [spoiler=MO load order]

1 1 Update.esm

2 2 Dawnguard.esm

3 3 HearthFires.esm

4 4 Dragonborn.esm

5 5 Unofficial Skyrim Legendary Edition Patch.esp

6 6 Skyrim Project Optimization - Full Version.esm

7 7 Lanterns Of Skyrim - All In One - Main.esm

8 8 ClimatesOfTamriel.esm

HighResTexturePack01.esp

HighResTexturePack02.esp

HighResTexturePack03.esp

Unofficial High Resolution Patch.esp

9 9 Cutting Room Floor.esp

10 a SkyCompleteLegendary.esp

11 b RelightingSkyrim_Legendary.esp

12 c KS Hairdos - HDT.esp

13 d Beards.esp

14 e SkyUI.esp

15 f SkyrimConfigMenu.esp

16 10 Skyrim Particle Patch for ENB - Flame Atronach Fix.esp

17 11 mintylightningmod.esp

18 12 MintyLightningMod_COT_Patch.esp

19 13 iHUD.esp

20 14 BloodthirstVampireFeeding.esp

21 15 WetandCold.esp

22 16 BetterQuestObjectives.esp

23 17 Guard Dialogue Overhaul.esp

24 18 Weapons & Armor Fixes_Remade.esp

25 19 Weapons & Armor_TrueOrcish&DaedricWeapons.esp

26 1a Clothing & Clutter Fixes.esp

27 1b RealShelter.esp

28 1c SkyrimCoinReplacerRedux.esp

29 1d SkyFalls + SkyMills + DG + DB.esp

30 1e hearthfireextended.esp

31 1f Point The Way.esp

32 20 Oblivion Gates v3 without Markers - Skyrim + Dawnguard DLC.esp

33 21 AHZmoreHUD.esp

34 22 Appropriately Attired Jarls Redux.esp

Brawl Bugs CE.esp

35 23 SPTConsistentOlderPeople.esp

36 24 dD - Realistic Ragdoll Force - Realistic.esp

37 25 Chesko_LoreBasedLoadingScreens.esp

38 26 RaceMenu.esp

39 27 ViewableFactionRanksBothDLC.esp

40 28 Footprints.esp

41 29 Moss Rocks - Legendary.esp

42 2a ADS.esp

43 2b BirdsHFclean.esp

44 2c TheChoiceIsYours.esp

45 2d Book Covers Skyrim.esp

46 2e FarmhouseChimneys.esp

47 2f RealisticWaterTwo.esp

48 30 AOS.esp

49 31 Complete Alchemy & Cooking Overhaul.esp

50 32 83Willows_101BUGS_V4_LowRes.esp

51 33 ORM-Arvak.esp

52 34 Elemental Staves.esp

53 35 GQJ_DG_vampireamuletfix.esp

54 36 DawnguardRuneWeaponsFXSReplacer.esp

55 37 WondersofWeather.esp

56 38 Soul Gems Differ.esp

BWS.esp

57 39 Auto Unequip Ammo.esp

58 3a Better Stealth AI for Followers.esp

59 3b ClamsDropPearls.esp

60 3c Nausicaa's Tweaker.esp

61 3d Convenient Horses.esp

62 3e Lock Overhaul.esp

63 3f Traps Make Noise.esp

64 40 WM Trap Fixes.esp

65 41 Brows.esp

66 42 TradeBarter.esp

67 43 DSerHorsesRevamped.esp

68 44 Invisibility Eyes Fix.esp

69 45 Animated Weapon Enchants.esp

70 46 Paralyze.esp

71 47 DeadlySpellImpacts.esp

72 48 dD - Enhanced Blood Main.esp

73 49 dD-Dragonborn-Dawnguard-EBT Patch.esp

74 4a IHSS.esp

75 4b FNIS.esp

76 4c BFSEffects.esp

77 4d Radiant and Unique Potions Poisons and Booze.esp

78 4e Dual Wield Parrying_SKSE.esp

79 4f SMDropLitTorch.esp

80 50 TheChoiceIsYours_Dragonborn.esp

81 51 Thieves Guild Requirements.esp

82 52 BetterQuestObjectives-CRFPatch.esp

83 53 BetterQuestObjectives-DBForevertoMisc.esp

Weapons & Armor_TrueWeaponsLvlLists.esp

84 54 aMidianBorn_ContentAddon.esp

85 55 Complete Crafting Overhaul_Remade.esp

86 56 Immersive Citizens - AI Overhaul.esp

87 57 imp_helm_legend.esp

88 58 Better Vampires.esp

89 59 Dead Body Collision.esp

90 5a ExplosiveBoltsVisualized.esp

91 5b NoAnimalsReportCrimes-DG+DB.esp

92 5c Mage Outfit Texture Overhaul.esp

93 5d RealisticWaterTwo - Legendary.esp

94 5e Bring Out Your Dead - Legendary Edition.esp

95 5f Immersive Patrols II.esp

96 60 SkyrimImprovedPuddles-DG-HF-DB.esp

97 61 RealisticNights.esp

98 62 Natural Lighting and Atmospherics.esp

99 63 ExpandedSnowSystems-CoT.esp

100 64 PNENB_CoT-ESS-NLA-DGDB.esp

101 65 Predator Vision.esp

102 66 Skyrim Flora Overhaul.esp

103 67 PilgrimsDelight.esp

104 68 The Paarthurnax Dilemma.esp

105 69 SFO - Dragonborn.esp

106 6a BatTravel.esp

107 6b DarkManeuvers.esp

108 6c TrueStorms.esp

109 6d WetandCold - Ashes.esp

110 6e RSPatch.esp

111 6f Supreme Storms - Cot Version.esp

112 70 CoT-WeatherPatch_ESS.esp

113 71 RealisticNightsCOT.esp

114 72 Vampirelordroyal.esp

115 73 iNeed.esp

116 74 BVandRB_Formlist.esp

117 75 VL No AoE Drain.esp

118 76 When Vampires Attack.esp

119 77 TrueStorms-SupremeStorms-CoT.esp

120 78 Gildergreen Regrown.esp

121 79 ELE_Legendary_Lite.esp

122 7a BlockSparkles.esp

123 7b TheChoiceIsYours_Dawnguard.esp

124 7c Chesko_Step418_SN.esp

125 7d NonEssentialChildren.esp

126 7e FNISspells.esp

127 7f randomthunder.esp

128 80 TimingIsEverything.esp

129 81 BetterQuestObjectives-NECPatch.esp

130 82 BetterQuestObjectives-PaarDilemmaPatch.esp

131 83 ClimatesOfTamriel-Dawnguard-Patch.esp

132 84 ClimatesOfTamriel-Dragonborn-Patch.esp

133 85 Complete Crafting_TrueWeaponsLvlLists.esp

134 86 Improved Combat Sounds v2.2.esp

135 87 NotSoFast-MainQuest.esp

136 88 Dual Sheath Redux.esp

137 89 STEP Extended Patch.esp

138 8a Bashed Patch, 0.esp

139 8b Dual Sheath Redux Patch.esp

 

 

FAQ: Skyrim: ILS or CTD

More LOD uses more memory and this can cause ILS or CTD. Double check heap memory usage (block 1) with Memory Blocks Log from https://www.nexusmods.com/skyrim/mods/50471/ and adjust SKSE or SSME memory settings. Remove satefy-load if it is used. Set ExpandSystemMemoryX64=false in enblocal.ini

 

  On 12/4/2015 at 10:14 AM, TGA said:

Hey Seshon, you fixed the green dirt cliffs man, ill make sure to msg AceeQ, and post the fix in the EL posts. You are a wizard and humanitarian. I thank you.

Fix will be included in next version.

Edited by sheson
  • 0
Posted

Yeah I'm definitely seeing it at LOD distance using tfc and forcing the weather to clear, it's just nowhere near as dramatic as what you've got in the video. Probably has something to do with how hazy my ENB is; Jyggalag is definitely not a clear, sharp, realistic ENB but that's why I love it. Windows are still a cool feature though, thanks for all your awesome work!

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